Cloud save: working implementation, no dialog to select your games yet
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@@ -96,26 +96,27 @@ extern DECLSPEC void SDLCALL SDL_ANDROID_CloseAudioRecording(void);
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/*
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Save the file to the cloud, filename must be already present on disk.
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This function will block, until user signs in to the cloud account, and presses Save button.
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Description and imageFile may be NULL.
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If saveId is NULL or empty, user will select the savegame from the dialog, if it's not empty -
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do not show any dialog to the user, except foir sign-in, and write the savegame with specified ID.
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dialogTitle may be NULL.
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description and screenshotFile may be NULL. playedTimeMs is used for conflict resolution -
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savegame with longer play time will get priority.
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Use SDL_SaveBMP(SDL_GetVideoSurface(), "screenshot.bmp") to create the screenshot.
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Returns 1 if save succeeded, 0 if user aborted sign-in, or there was no network available.
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*/
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extern DECLSPEC int SDLCALL SDL_ANDROID_CloudSave(const char * filename, const char * description, const char * imageFile);
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extern DECLSPEC int SDLCALL SDL_ANDROID_CloudSave(const char *filename, const char *saveId, const char *dialogTitle,
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const char *description, const char *screenshotFile, long long playedTimeMs);
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/*
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Load the specified file from the cloud.
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This function will block, until user signs in to the cloud account.
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Returns 1 if load succeeded, 0 if user aborted sign-in, or there was no network available.
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*/
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extern DECLSPEC int SDLCALL SDL_ANDROID_CloudLoad(const char *filename);
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/*
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Show the file loading dialog, to allow user to pick up a file from the cloud.
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This function will block, until user signs in to the cloud account, and selects a file.
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The resulting filename is written to the filename buffer, which must be 512 bytes or more.
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This function will block, until user signs in to the cloud account, and selects a savegame.
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The resulting savegame is written to the passed filename.
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If saveId is NULL or empty, user will select the savegame from the dialog, if it's not empty -
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do not show any dialog to the user, except foir sign-in, and read the savegame with specified ID.
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dialogTitle may be NULL.
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Returns 1 if load succeeded, 0 if user aborted sign-in, or there was no network available.
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*/
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extern DECLSPEC int SDLCALL SDL_ANDROID_CloudLoadDialog(char *filename, int len, const char *dialogTitle);
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extern DECLSPEC int SDLCALL SDL_ANDROID_CloudLoad(const char *filename, const char *saveId, const char *dialogTitle);
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#ifdef __cplusplus
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}
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